The Watcher of the Mists

Character Generation

Books In Play:
The Pathfinder Core Rulebook is fully in-play. The Advanced Player’s Guide is partially in play. While I have copped a few things out of other sources (which are detailed here or on our Google Docs site), no other Pathfinder or D&D 3.5 books are in play.

Ability Scores:
We are using the Purchase Method for ability score generation. Use the 20-point “High Fantasy” buy rules.

Hit Points:
All PCs have maximum hit points at 1st level. When leveling up, take the average value of your PC’s Hit Die, rounded UP. (d6=4, d8=5, d10=6, d12=7). If you have leveled in your favored class, you can choose to add an additional hit point, or take the favored class bonus as an extra skill point.

Races:
All core races from the PFRPG rules are in play. This area of the world (Varisia) is dominated by humans: about 90% of the population is human, and many humans are biased against non-humans. If you feel you have a great need to play a nonstandard race, please let me know and we can chat about it first. In general, I’m not in favor of the alternate race options from the Advanced Players Guide, but I’m willing to discuss the possiblity if you see something you really want. See the Races page for additional info.

Human Ethnic Groups:
There are several human ethnic groups in the world, and any human can pick an ethnic group:

Chelaxians: From the Empire of Cheliax, an expansionist empire that fell to civil war 100 years ago. They’re kind of like the Imperial British. Chelaxians have been settling here for about 200 years, and they are the most common ethnic group in this region. More info on Chelaxians at Pathfinder Wiki.

Shoanti: Proud, semi-barbaric warrior people with a strong mystical streak. They wear elaborate tribal tattoos. Shoanti are native to Varisia, but not to this immediate area. Shoanti characters automatically gain Shoanti as a bonus language. More info on Shoanti at Pathfinder Wiki.

Taldans: Elitist, urbane, industrious people of the once-great empire of Taldor. Their empire may be in decline, but their egos are not. Kind of like Americans. More info on Taldans at Pathfinder Wiki.

Ulfen: They’re pretty much the Vikings. Their homeland is just north of Varisia. Ulfen gain Skald as a bonus language. More info on Ulfen at Pathfinder Wiki.

Varisians: They’re the Roma (or “Gypsies” to use an outdated term). As their name would indicate, they are the native people of this region. Despite being the natives of this land, they are a minority group in this region. Varisians gain Varisian as an automatic bonus language. More info on Varisians at Pathfinder Wiki.

There are other more exotic ethnic backgrounds available, all of which are analogous to actual human cultures. See the GM if you have an idea that doesn’t mesh with the above. There is no need to pick a human ethnic background— local custom and tradition trump any ethnic generalities. These are presented more for flavor and world background than anything else.

Classes

Core Classes: All of the core classes from the Pathfinder Core Rulebook are allowed as PCs. One change from the Core Rulebook: Clerics must serve a god. There are no clerics of philosophies or pantheons. (If you wish to play a divine spellcaster that does not directly serve a god, you should choose a druid or oracle instead.)

Prestige Classes: All prestige classes from the Core Rulebook and Advanced Players Guide are allowed. If you wish to take a prestige class from another official Paizo source (e.g. Paths of Prestige) please check with the GM first.

Class Archetypes: Archetypes are generally allowed, with GM approval. (There are a few that don’t fit the campaign flavor, or might be otherwise problematic.)

Alignment
No evil characters, please.

Character Traits
We are NOT using the optional Character Traits rules. PCs may choose two character traits instead of a feat. Use any traits from the Advanced Players Guide, plus additional Traits frpm this campaign.

Feats
Feats from the Core Rulebook and Advanced Player’s Guide are in play, plus additional feats listed on the Feats page. Please note that there are a few changes to some published feats for this game. Feats from other sources are not allowed without the GM’s permission.

Starting Languages
We’re using the standard language listing from the Core Rules. The common tongue around here is called Taldan. It is the official language of the empires of Cheliax and Taldor (and all of their successor states), and is widely spoken throughout the known world.

There are other additional human languages to choose from:

Shoanti is spoken by the local barbarian Shoanti tribes.

Skald is spoken by the northern Ulfen people (think Vikings).

Tian is the language of far Tian Xia. There are very few speakers around here.

Varisian is spoken by the native people of southern Varisia who had lived in this land before the Cheliaxians settled the place 200 years ago. This is the most commonly-encountered human language in these parts aside from Taldan.

Ancient Azlanti: was the language spoken by the people of the first human empire, which fell thousands of years ago. Today, it’s only studied by scholars, but is spoken by a few eccentrics who claim Azlanti heritage.

Ancient Thassilonian: was the language spoken by the people of ancient Thassilon. While many monuments of this long-dead empire still stand, today the language is only known to a few scholars.

Free Languages
All characters start out speaking Taldan (common). Elves, dwarves, gnomes, and halflings can speak their racial languages in addition to Taldan for free, in addition to any bonus languages chosen for a high intelligence score or languages learned by spending skill points on the Linguistics skill. Humans of a specific ethnic group that speaks a language other than Taldan can likewise start play knowing the language of their group for free. Depending on their backstories, half-elves and half-orcs can take either their nonhuman racial language or a human ethnic language for free in addition to Taldan.

Character Rebuilds
If you feel that some of your design choices aren’t working out, feel free to talk to the GM. I will generally allow players to rebuild a PC once, as long as the character’s background and flavor don’t change. We’ll then retcon that the character has always been that way. I reserve the right to veto some changes.

Character Replacement
If your character dies (or if new players join), you will be told what level character to create: this will be the average character level of the existing party. Feel free to equip your character by purchasing items at book value. Starting wealth for such characters can be found at the Character Wealth by Level table. Remember that you can’t spend more than 1/2 your starting wealth on a single item.

Please be aware that there may be points in the campaign where the PCs will be isolated from civilization. If a PC dies in this situation, it may be difficult to justify bringing in a PC completely of the player’s design. The GM will work with the player to design an appropriate character, or possibly provide an existing NPC as a player character for a while.